MG/light guns moving one tile

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Granfali
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MG/light guns moving one tile

Post by Granfali » Fri Jul 27, 2012 3:44 pm

I`m making some changes trying to give HMGs, MG42 and light guns (ATG 37mm, ATG 57mm...) one tile to move (same that mortar). I have managed giving them "Infantry" type and modifing move cost... but when I move HMG, game continues giving possibility of firing. I want that, if MG or gun moves, disappears the shooting option.
What am I doing wrong?

pipfromslitherine
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Re: MG/light guns moving one tile

Post by pipfromslitherine » Fri Jul 27, 2012 4:02 pm

If you want to change their behaviour in such a way, you will need to create custom scripts to do so. You would need to alter the move command to zero out their shots if they moved.

Cheers

Pip

Granfali
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Re: MG/light guns moving one tile

Post by Granfali » Sun Jul 29, 2012 10:18 am

Too complicated for me... I surrender. Any chance to find this possibility in a future? I think these sort of utits should move by itself one tile at least.

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pipfromslitherine
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Re: MG/light guns moving one tile

Post by pipfromslitherine » Sun Jul 29, 2012 5:14 pm

We're not planning to add movement for these units, it would break the balance of all the existing missions.

Cheers

Pip

Old_Warrior
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Re: MG/light guns moving one tile

Post by Old_Warrior » Sat Aug 18, 2012 4:08 pm

Yes, moving 88mm Flak guns by hand was a bear! And that picture above spells out how most of the Russian front or ETO/MTO was like during the Fall/Winter/Spring. Or even in Summer after it rained.

Squad Leader allowed you to push an AT weapon but the weather/ground status played a part. I suppose if the weapon were "Light AT gun" it would not be a problem.

The mortars we have in the game should be able to move on tile. Same with HMGs.

Question: a German squad was basically built around two LMGs/MMG setup. Is the German firepower value taking this into account? The US had more men in a squad with each man's rifle having a five round clip and one BAR man. The Germans had 6-8 men per squad with 2/3s of them helping to man LMGs.

In a mission if the German_Infantry value for HE was higher than the US that would make sense but at the same time the US should have more squads to compensate for their numerical superiority.

GottaLove88s
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Re: MG/light guns moving one tile

Post by GottaLove88s » Sat Aug 18, 2012 4:49 pm

If you reeeeeeally want to do it, just modify squads.csv for those units...
Change Type (5th column) from Artillery to Infantry
Change Move Cost (17th column) from 1 to 4
There's no animation for this, so they'll slide, but it should give you one move per turn...
Have fun!
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

Old_Warrior
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Re: MG/light guns moving one tile

Post by Old_Warrior » Sat Aug 18, 2012 6:17 pm

What effect would making it artillery have on the game? But thanks for sharing that with me.

GottaLove88s
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Re: MG/light guns moving one tile

Post by GottaLove88s » Sat Aug 18, 2012 6:46 pm

Artillery type can't walk... Infantry type can
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

Old_Warrior
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Re: MG/light guns moving one tile

Post by Old_Warrior » Sat Aug 18, 2012 8:04 pm

LOL - yes, artillery can also fire indirectly. But that value is probably a Squads value too. Just thinking that maybe artillery has some other game quality that comes out in play.

GottaLove88s
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Re: MG/light guns moving one tile

Post by GottaLove88s » Sat Aug 18, 2012 8:39 pm

Still experimenting, but I believe squads.csv uses the "Type" column to govern only movement... Mortars, 50 cal MG, Vickers MG, MG42s, as well as the more obvious AT guns and 25 pdrs, are all classified as "Artillery"... Other bombardment units, eg. Priest and Wespe are categorised as "Tracked" type.

It looks like squads.csv has several other columns which control bombard (indirect fire) actions... if you open in MS Excel, column AT is bombard range, AU is bombard reload, AZ and BA are AP (armour piercing/anti-tank) bombard min and max effects, BB and BC are HE (high explosive/anti-infantry) bombard min and max effects...

So plenty to play with and modify :-)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347

LesCM19
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Re: MG/light guns moving one tile

Post by LesCM19 » Tue Jan 08, 2013 8:08 pm

I amended the squads.csv as above (artillery=infantry, movecost 1=4) but support weapons can move 4 squares, not 1. I can live with that but I was wondering why. Also I tried it with small AT guns (eg, see photos above) but being 'infantry' type they could travel through woods 3 or 4 squares (definitely too far!) and every time they moved they fired as well! Weird...
divide & conquer!!

Les

LesCM19
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Re: MG/light guns moving one tile

Post by LesCM19 » Wed Oct 02, 2013 9:47 pm

:?
Just came back to this tweak having quit previously. Have got mortars and HMGs walking 1 tile as 'Infantry' type but if I do the same with the 37mm AT after it moves 1 square it fires at no target in particular. Any ideas why?
divide & conquer!!

Les

AndrewGardner
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Re: MG/light guns moving one tile

Post by AndrewGardner » Wed Oct 02, 2013 10:48 pm

Most of the AT guns don't have a move animation so they would default to some other animation when they are asked to move, often their firing animation. It is possible to get them to play a different animation instead by editing more text files, but you might be interested in checking out enric's mods first as I believe he was working on a mod that allows movement of small AT guns:

http://www.slitherine.co.uk/forum/viewt ... 04&t=41758

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